I've just uploaded version 0.7.5, which fixes a small bug in the blackmarket script, but more importantly for users of Oolite 1.83/4, it shows the correct illegal goods information on the F7 system info screen when using the new functions to move the information along the currently set course.

Sorry for the constant updates. I wasn't going to release another one so soon, but this issue was pretty important, essentially losing illegal goods information on the F8 screen, resulting in a situation where the F4 Illegal Goods notifications would say one thing, but the F8 screen would say another. Anyway, version 0.7.8 fixes the issue.

Had an incident where I docked at a station on an extra planet (it had best prices) while carrying a load of illegally imported computers. Expected to try to bribe but as I was carrying the escape pod of a criminal that screen popped up first then no galcop screen. It did give me fugitive status however.

Not sure if this belongs here or not. Had a misjump where my energy banks were slowly depleting though I didn't see any reason why. Was close enough to jump back to planet but game closed when I tried.

Hi there - I have an issue I haven't seen reported here yet: My title screen tells me " 'Smugglers - the Galactic Underworld' conflicts with 'New Cargos' and so was not loaded".
I used the OXP manager to install them; the relative versions are 0.8.0 for Smugglers and 1.2.3 for New Cargos. I suppose it would be easy enough to delete 'New Cargos' but it'd be nice to be able to use both.

Hi there - I have an issue I haven't seen reported here yet: My title screen tells me " 'Smugglers - the Galactic Underworld' conflicts with 'New Cargos' and so was not loaded".

This is less of a bug and more of a case of restricting possible conflict scenarios. Smugglers and New Cargoes are two similar but different packs. New Cargoes is attempting to expand the range of cargoes in use in the game, so food can be more than just "food", but specialty food products, really valuable to some cultures, but worthless to others. In some cases products are considered illegal to import/export, and special permits are required to carry them. There are time-limited special deals to be had on some of these special commodities.

To achieve some of this, New Cargoes turns off the default import/export restriction mechanism so it can fully implement it's own process. Actually, it used to, up until version 1.80 of Oolite. I think New Cargoes might actually be subtly broken in version 1.82 of Oolite, because it uses a now unsupported method of turning off the pre-existing restrictions on slaves, narcotics and firearms. So there is a chance you could be penalised by officials for carrying illegal cargo even though you have a permit for them. (I might be wrong on this point, but that's my reading of how the code works.)

Smugglers tries to do a similar thing, but without playing with the existing cargo types. It's still just the same 17 commodities, bought and sold on the same F8 screen, but now any of them could be considered illegal to import into a station. Rather than implement its own process for determining what is legal or not, it tries to use the core system functions to turn on or off the legal state depending on the system. Like New Cargoes, you can also purchase permits to allow you to import restricted items.

It's at these similar points that compatibility breaks down. Having both packs installed could mean some very confusing times for the player. They could buy a New Cargoes permit for a particular commodity, but because New Cargoes is no longer in complete control over the legality state, you could find yourself in trouble. In the situation where New Cargoes and Smugglers have both declared a commodity is illegal you could end up being dinged twice. Then there would be two systems offering you import permits - which should you buy, and why? Then there would be pricing issues, where a commodity bought via New Cargoes, having been declared illegal on another planet by Smugglers, could mean the player would be far better off smuggling it into that system, even though New Cargoes wanted to make it clear this cargo was only of value at another destination.

It's certainly possible to run the two packs together. If you edit the "manifest.plist" file of Smugglers, and change the line that reads "conflicts_oxps" to "optional_oxps" you'll be able to get both loaded. If you do this, though, and you run into problems where your legal status changes unexpectedly, you're kind of on your own. I don't think cim (the author of New Cargoes) or I would relish the job of trying to untangle the strands of what took place in a combined OXP situation.

So, while I'm sorry I can't provide it, I have to say that for the time being Smugglers and New Cargoes will have to remain officially incompatible.

Understood - and thanks so much for such a detailed and complete explanation; it really helps my attempts to learn how to mod this game.

I think I see a major advantage of Oolite: if conflicting add-ons are encountered, it's easy enough to simply remove one and enjoy the other, then reverse the two and play the second mod all without restarting the game. Thanks!

OK - I just spent a couple of real-life hours buying up cheap computers at some of the local outlying stations, and was finding some pretty good deals. Imagine - computers for 18c/unit? Sweet! I'm down here in the South-east cluster which seems desperate to get rid of their outdated junk. I filled up, Hypercargoed and filled up again, and now have a bellyful of obsolete motherboards. Straight on to the nearest poor agricultural world (Leritean) and what comes up on the Market Inquirer? Computers - selling for 288c! Woot! I'm so pleased I don't even bother to paste the inevitable Witchpoint pirates; I just power out because I can't wait to sell off.
The happy feeling lasts right up until I dock - when I'm informed that computers are illegal, my entire cargo gets confiscated, I get slapped with a major fine and wind up on Offender status to boot - which I have to pay through the bloody nose to clear!

Phkb, you are evil! You are evil! You are evil!

Just kidding, of course; that's exactly what Smugglers is designed to do but wow! Talk about a wake-up call that things just got a whole lot more complicated. Checking the info on your route ahead becomes seriously critical, to avoid situations like this!

Awesome OXB, it REALLY adds the need to plan, prepare and think about your trading routes.
Well, I have about 20 grand to have to build up again...

Hi,
first i really like your oxp, it makes trading much more interesting.
I installed version 0.8.0 with the oolite extension manager (1.82 and 1.83 on Linux) and when i buy a smuggling compartent or use it the HUD disappears and did not appear again when i want to fly again.

OK, I've got a fix for this, but given I've released about 6 updates for this OXP in the last week (which probably counts as spam!) I might hold off releasing it immediately, just in case some other issue comes up in the meantime. Thanks for letting me know!